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https://github.com/minetest/minetest.git
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minecraft-style water done (but no texture animation or sound)
This commit is contained in:
parent
0fa0e0752a
commit
d44abdab17
@ -97,7 +97,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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*/
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#define MAX_OBJECTDATA_SIZE 450
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#define WATER_LEVEL (0)
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/*
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This is good to be a bit different than 0 so that water level
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is not between to MapBlocks
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*/
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#define WATER_LEVEL 3
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// Length of cracking animation in count of images
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#define CRACK_ANIMATION_LENGTH 5
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@ -62,8 +62,8 @@ void set_default_settings()
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g_settings.setDefault("active_object_range", "2");
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g_settings.setDefault("max_simultaneous_block_sends_per_client", "1");
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g_settings.setDefault("max_simultaneous_block_sends_server_total", "4");
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g_settings.setDefault("water_moves", "true");
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g_settings.setDefault("disable_water_climb", "true");
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//g_settings.setDefault("water_moves", "true");
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//g_settings.setDefault("disable_water_climb", "true");
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//g_settings.setDefault("endless_water", "true");
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g_settings.setDefault("max_block_send_distance", "6");
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g_settings.setDefault("max_block_generate_distance", "6");
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@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#define LIGHT_HEADER
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#include "common_irrlicht.h"
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#include "debug.h"
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/*
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Day/night cache:
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@ -78,7 +79,7 @@ inline u8 decode_light(u8 light)
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return light_decode_table[LIGHT_MAX];
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if(light > LIGHT_MAX)
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throw;
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light = LIGHT_MAX;
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return light_decode_table[light];
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}
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11
src/main.cpp
11
src/main.cpp
@ -116,12 +116,16 @@ TODO: Startup and configuration menu
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Graphics:
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TODO:
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TODO: Optimize day/night mesh updating somehow
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- create copies of all textures for all lighting values and only
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change texture for material?
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- Umm... the collecting of the faces is the slow part
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-> what about just changing the color values of the existing
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meshbuffers? It should go quite fast.
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- This is not easy; There'd need to be a buffer somewhere
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that would contain the night and day lighting values.
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TODO: Draw big amounts of torches better (that is, throw them in the
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same meshbuffer (can the meshcollector class be used?))
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@ -129,9 +133,13 @@ TODO: Draw big amounts of torches better (that is, throw them in the
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TODO: Combine MapBlock's face caches to so big pieces that VBO
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gets used
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- That is >500 vertices
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- This is not easy; all the MapBlocks close to the player would
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still need to be drawn separately and combining the blocks
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would have to happen in a background thread
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TODO: Make fetching sector's blocks more efficient when rendering
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sectors that have very large amounts of blocks (on client)
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- Is this necessary at all?
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Configuration:
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@ -210,6 +218,9 @@ TODO: Map generator version 2
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- There could be a certain height (to which mountains only reach)
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where some minerals are found
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FIXME: The new pre-sunlight-propagation code messes up with initial
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water lighting
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Doing now:
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======================================================================
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391
src/map.cpp
391
src/map.cpp
@ -926,6 +926,37 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
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MapBlock *block = i.getNode()->getValue();
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block->updateDayNightDiff();
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}
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/*
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Add neighboring liquid nodes and the node itself if it is
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liquid (=water node was added) to transform queue.
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*/
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v3s16 dirs[7] = {
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v3s16(0,0,0), // self
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v3s16(0,0,1), // back
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v3s16(0,1,0), // top
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(0,-1,0), // bottom
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v3s16(-1,0,0), // left
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};
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for(u16 i=0; i<7; i++)
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{
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try
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{
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v3s16 p2 = p + dirs[i];
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MapNode n2 = getNode(p2);
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if(content_liquid(n2.d))
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{
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m_transforming_liquid.push_back(p2);
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}
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}catch(InvalidPositionException &e)
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{
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}
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}
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}
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/*
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@ -1063,6 +1094,35 @@ void Map::removeNodeAndUpdate(v3s16 p,
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MapBlock *block = i.getNode()->getValue();
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block->updateDayNightDiff();
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}
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/*
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Add neighboring liquid nodes to transform queue.
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*/
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v3s16 dirs[6] = {
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v3s16(0,0,1), // back
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v3s16(0,1,0), // top
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(0,-1,0), // bottom
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v3s16(-1,0,0), // left
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};
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for(u16 i=0; i<6; i++)
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{
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try
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{
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v3s16 p2 = p + dirs[i];
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MapNode n2 = getNode(p2);
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if(content_liquid(n2.d))
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{
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m_transforming_liquid.push_back(p2);
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}
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}catch(InvalidPositionException &e)
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{
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}
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}
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}
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#ifndef SERVER
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@ -1303,6 +1363,276 @@ void Map::PrintInfo(std::ostream &out)
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out<<"Map: ";
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}
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#define WATER_DROP_BOOST 4
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void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
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{
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DSTACK(__FUNCTION_NAME);
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TimeTaker timer("transformLiquids()");
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u32 loopcount = 0;
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u32 initial_size = m_transforming_liquid.size();
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while(m_transforming_liquid.size() != 0)
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{
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v3s16 p0 = m_transforming_liquid.pop_front();
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MapNode n0 = getNode(p0);
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// Don't deal with non-liquids
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if(content_liquid(n0.d) == false)
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continue;
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bool is_source = !content_flowing_liquid(n0.d);
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u8 liquid_level = 8;
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if(is_source == false)
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liquid_level = n0.param2 & 0x0f;
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// Turn possible source into non-source
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u8 nonsource_c = make_liquid_flowing(n0.d);
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/*
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If not source, check that some node flows into this one
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and what is the level of liquid in this one
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*/
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if(is_source == false)
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{
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s8 new_liquid_level_max = -1;
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v3s16 dirs_from[5] = {
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v3s16(0,1,0), // top
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v3s16(0,0,1), // back
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(-1,0,0), // left
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};
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for(u16 i=0; i<5; i++)
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{
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try
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{
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bool from_top = (i==0);
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v3s16 p2 = p0 + dirs_from[i];
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MapNode n2 = getNode(p2);
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if(content_liquid(n2.d))
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{
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u8 n2_nonsource_c = make_liquid_flowing(n2.d);
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// Check that the liquids are the same type
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if(n2_nonsource_c != nonsource_c)
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{
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dstream<<"WARNING: Not handling: different liquids"
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" collide"<<std::endl;
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continue;
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}
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bool n2_is_source = !content_flowing_liquid(n2.d);
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s8 n2_liquid_level = 8;
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if(n2_is_source == false)
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n2_liquid_level = n2.param2 & 0x07;
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s8 new_liquid_level = -1;
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if(from_top)
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{
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//new_liquid_level = 7;
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if(n2_liquid_level >= 7 - WATER_DROP_BOOST)
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new_liquid_level = 7;
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else
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new_liquid_level = n2_liquid_level + WATER_DROP_BOOST;
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}
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else if(n2_liquid_level > 0)
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{
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new_liquid_level = n2_liquid_level - 1;
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}
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if(new_liquid_level > new_liquid_level_max)
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new_liquid_level_max = new_liquid_level;
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}
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}catch(InvalidPositionException &e)
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{
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}
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} //for
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/*
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If liquid level should be something else, update it and
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add all the neighboring water nodes to the transform queue.
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*/
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if(new_liquid_level_max != liquid_level)
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{
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if(new_liquid_level_max == -1)
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{
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// Remove water alltoghether
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n0.d = CONTENT_AIR;
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n0.param2 = 0;
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setNode(p0, n0);
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}
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else
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{
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n0.param2 = new_liquid_level_max;
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setNode(p0, n0);
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}
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// Block has been modified
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{
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v3s16 blockpos = getNodeBlockPos(p0);
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MapBlock *block = getBlockNoCreateNoEx(blockpos);
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if(block != NULL)
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modified_blocks.insert(blockpos, block);
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}
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/*
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Add neighboring non-source liquid nodes to transform queue.
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*/
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v3s16 dirs[6] = {
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v3s16(0,0,1), // back
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v3s16(0,1,0), // top
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(0,-1,0), // bottom
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v3s16(-1,0,0), // left
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};
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for(u16 i=0; i<6; i++)
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{
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try
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{
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v3s16 p2 = p0 + dirs[i];
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MapNode n2 = getNode(p2);
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if(content_flowing_liquid(n2.d))
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{
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m_transforming_liquid.push_back(p2);
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}
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}catch(InvalidPositionException &e)
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{
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}
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}
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}
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}
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// Get a new one from queue if the node has turned into non-water
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if(content_liquid(n0.d) == false)
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continue;
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/*
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Flow water from this node
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*/
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v3s16 dirs_to[5] = {
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v3s16(0,-1,0), // bottom
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v3s16(0,0,1), // back
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v3s16(1,0,0), // right
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v3s16(0,0,-1), // front
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v3s16(-1,0,0), // left
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};
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for(u16 i=0; i<5; i++)
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{
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try
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{
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bool to_bottom = (i == 0);
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// If liquid is at lowest possible height, it's not going
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// anywhere except down
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if(liquid_level == 0 && to_bottom == false)
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continue;
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u8 liquid_next_level = 0;
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// If going to bottom
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if(to_bottom)
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{
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//liquid_next_level = 7;
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if(liquid_level >= 7 - WATER_DROP_BOOST)
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liquid_next_level = 7;
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else
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liquid_next_level = liquid_level + WATER_DROP_BOOST;
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}
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else
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liquid_next_level = liquid_level - 1;
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bool n2_changed = false;
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bool flowed = false;
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v3s16 p2 = p0 + dirs_to[i];
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MapNode n2 = getNode(p2);
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if(content_liquid(n2.d))
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{
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u8 n2_nonsource_c = make_liquid_flowing(n2.d);
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// Check that the liquids are the same type
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if(n2_nonsource_c != nonsource_c)
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{
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dstream<<"WARNING: Not handling: different liquids"
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" collide"<<std::endl;
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continue;
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}
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bool n2_is_source = !content_flowing_liquid(n2.d);
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u8 n2_liquid_level = 8;
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if(n2_is_source == false)
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n2_liquid_level = n2.param2 & 0x07;
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if(to_bottom)
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{
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flowed = true;
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}
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if(n2_is_source)
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{
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// Just flow into the source, nothing changes.
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// n2_changed is not set because destination didn't change
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flowed = true;
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}
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else
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{
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if(liquid_next_level > liquid_level)
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{
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n2.param2 = liquid_next_level;
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setNode(p2, n2);
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n2_changed = true;
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flowed = true;
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}
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}
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}
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else if(n2.d == CONTENT_AIR)
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{
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n2.d = nonsource_c;
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n2.param2 = liquid_next_level;
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setNode(p2, n2);
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n2_changed = true;
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flowed = true;
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}
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if(n2_changed)
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{
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m_transforming_liquid.push_back(p2);
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v3s16 blockpos = getNodeBlockPos(p2);
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MapBlock *block = getBlockNoCreateNoEx(blockpos);
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if(block != NULL)
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modified_blocks.insert(blockpos, block);
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}
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// If n2_changed to bottom, don't flow anywhere else
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if(to_bottom && flowed)
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break;
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}catch(InvalidPositionException &e)
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{
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}
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}
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loopcount++;
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//if(loopcount >= 100000)
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if(loopcount >= initial_size * 1)
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break;
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}
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dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
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}
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/*
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ServerMap
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*/
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@ -1327,15 +1657,20 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
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/*
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NOTE: BEWARE: Too big amount of these will make map generation
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slow. Especially those that are read by every block emerge.
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Fetch times:
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1000 points: 2-3ms
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5000 points: 15ms
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15000 points: 40ms
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*/
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for(u32 i=0; i<15000; i++)
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for(u32 i=0; i<5000; i++)
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{
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/*u32 lim = MAP_GENERATION_LIMIT;
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if(i < 400)
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lim = 2000;*/
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u32 lim = 1000 + MAP_GENERATION_LIMIT * i / 15000;
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u32 lim = 1000 + MAP_GENERATION_LIMIT * i / 5000;
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v3s16 p(
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-lim + myrand()%(lim*2),
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@ -1679,17 +2014,19 @@ MapSector * ServerMap::emergeSector(v2s16 p2d)
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Get local attributes
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*/
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//dstream<<"emergeSector(): Reading point attribute lists"<<std::endl;
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// Get plant amount from attributes
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PointAttributeList *palist = m_padb.getList("plants_amount");
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assert(palist);
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/*float local_plants_amount =
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palist->getNearAttr(nodepos2d).getFloat();*/
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float local_plants_amount =
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palist->getInterpolatedFloat(nodepos2d);
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//dstream<<"emergeSector(): done."<<std::endl;
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float local_plants_amount = 0.0;
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{
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//dstream<<"emergeSector(): Reading point attribute lists"<<std::endl;
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//TimeTaker attrtimer("emergeSector() attribute fetch");
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// Get plant amount from attributes
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PointAttributeList *palist = m_padb.getList("plants_amount");
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assert(palist);
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/*local_plants_amount =
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palist->getNearAttr(nodepos2d).getFloat();*/
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local_plants_amount =
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palist->getInterpolatedFloat(nodepos2d);
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}
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/*
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Generate sector heightmap
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@ -1988,6 +2325,12 @@ MapBlock * ServerMap::emergeBlock(
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n.d = water_material;
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n.setLight(LIGHTBANK_DAY,
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diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
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/*
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Add to transforming liquid queue (in case it'd
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start flowing)
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*/
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v3s16 real_pos = v3s16(x0,y0,z0) + p*MAP_BLOCKSIZE;
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m_transforming_liquid.push_back(real_pos);
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}
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// else air
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else
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||||
@ -2692,7 +3035,8 @@ continue_generating:
|
||||
core::map<v3s16, bool> light_sources;
|
||||
bool black_air_left = false;
|
||||
bool bottom_invalid =
|
||||
block->propagateSunlight(light_sources, true, &black_air_left);
|
||||
block->propagateSunlight(light_sources, true,
|
||||
&black_air_left, true);
|
||||
|
||||
// If sunlight didn't reach everywhere and part of block is
|
||||
// above ground, lighting has to be properly updated
|
||||
@ -2700,6 +3044,11 @@ continue_generating:
|
||||
{
|
||||
lighting_invalidated_blocks[block->getPos()] = block;
|
||||
}
|
||||
|
||||
if(bottom_invalid)
|
||||
{
|
||||
lighting_invalidated_blocks[block->getPos()] = block;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
@ -2739,7 +3088,7 @@ continue_generating:
|
||||
if(haxmode)
|
||||
{
|
||||
// Don't calculate lighting at all
|
||||
lighting_invalidated_blocks.clear();
|
||||
//lighting_invalidated_blocks.clear();
|
||||
}
|
||||
|
||||
return block;
|
||||
@ -3523,11 +3872,12 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
||||
|
||||
// Total distance
|
||||
f32 d = blockpos_relative.getLength();
|
||||
|
||||
/*
|
||||
Draw the faces of the block
|
||||
*/
|
||||
|
||||
#if 1
|
||||
/*
|
||||
Update expired mesh
|
||||
*/
|
||||
|
||||
bool mesh_expired = false;
|
||||
|
||||
{
|
||||
@ -3585,6 +3935,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
|
||||
continue;
|
||||
}*/
|
||||
#endif
|
||||
/*
|
||||
Draw the faces of the block
|
||||
*/
|
||||
{
|
||||
JMutexAutoLock lock(block->mesh_mutex);
|
||||
|
||||
|
@ -236,6 +236,8 @@ public:
|
||||
|
||||
// For debug printing
|
||||
virtual void PrintInfo(std::ostream &out);
|
||||
|
||||
void transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks);
|
||||
|
||||
/*
|
||||
Variables
|
||||
|
325
src/mapblock.cpp
325
src/mapblock.cpp
@ -146,6 +146,25 @@ u8 MapBlock::getFaceLight(u32 daynight_ratio, MapNode n, MapNode n2,
|
||||
v3s16 face_dir)
|
||||
{
|
||||
try{
|
||||
// DEBUG
|
||||
/*{
|
||||
if(n.d == CONTENT_WATER)
|
||||
{
|
||||
u8 l = n.param2*2;
|
||||
if(l > LIGHT_MAX)
|
||||
l = LIGHT_MAX;
|
||||
return l;
|
||||
}
|
||||
if(n2.d == CONTENT_WATER)
|
||||
{
|
||||
u8 l = n2.param2*2;
|
||||
if(l > LIGHT_MAX)
|
||||
l = LIGHT_MAX;
|
||||
return l;
|
||||
}
|
||||
}*/
|
||||
|
||||
|
||||
u8 light;
|
||||
u8 l1 = n.getLightBlend(daynight_ratio);
|
||||
u8 l2 = n2.getLightBlend(daynight_ratio);
|
||||
@ -645,10 +664,10 @@ void MapBlock::updateMesh(u32 daynight_ratio)
|
||||
|
||||
mesh_new = new scene::SMesh();
|
||||
|
||||
MeshCollector collector;
|
||||
|
||||
if(fastfaces_new.size() > 0)
|
||||
{
|
||||
MeshCollector collector;
|
||||
|
||||
for(u32 i=0; i<fastfaces_new.size(); i++)
|
||||
{
|
||||
FastFace &f = fastfaces_new[i];
|
||||
@ -685,16 +704,6 @@ void MapBlock::updateMesh(u32 daynight_ratio)
|
||||
assert(0);
|
||||
}
|
||||
}
|
||||
|
||||
collector.fillMesh(mesh_new);
|
||||
|
||||
// Use VBO for mesh (this just would set this for ever buffer)
|
||||
// This will lead to infinite memory usage because or irrlicht.
|
||||
//mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
|
||||
|
||||
/*std::cout<<"MapBlock has "<<fastfaces_new.size()<<" faces "
|
||||
<<"and uses "<<mesh_new->getMeshBufferCount()
|
||||
<<" materials (meshbuffers)"<<std::endl;*/
|
||||
}
|
||||
|
||||
/*
|
||||
@ -714,8 +723,6 @@ void MapBlock::updateMesh(u32 daynight_ratio)
|
||||
|
||||
if(n.d == CONTENT_TORCH)
|
||||
{
|
||||
//scene::IMeshBuffer *buf = new scene::SMeshBuffer();
|
||||
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
|
||||
video::SColor c(255,255,255,255);
|
||||
|
||||
video::S3DVertex vertices[4] =
|
||||
@ -746,36 +753,266 @@ void MapBlock::updateMesh(u32 daynight_ratio)
|
||||
vertices[i].Pos += intToFloat(p + getPosRelative());
|
||||
}
|
||||
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
buf->append(vertices, 4, indices, 6);
|
||||
|
||||
// Set material
|
||||
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
|
||||
buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
|
||||
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
//buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
|
||||
buf->getMaterial().MaterialType
|
||||
video::SMaterial material;
|
||||
material.setFlag(video::EMF_LIGHTING, false);
|
||||
material.setFlag(video::EMF_BACK_FACE_CULLING, false);
|
||||
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
|
||||
material.MaterialType
|
||||
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
||||
if(dir == v3s16(0,-1,0))
|
||||
buf->getMaterial().setTexture(0,
|
||||
material.setTexture(0,
|
||||
g_irrlicht->getTexture(porting::getDataPath("torch_on_floor.png").c_str()));
|
||||
else if(dir == v3s16(0,1,0))
|
||||
buf->getMaterial().setTexture(0,
|
||||
material.setTexture(0,
|
||||
g_irrlicht->getTexture(porting::getDataPath("torch_on_ceiling.png").c_str()));
|
||||
// For backwards compatibility
|
||||
else if(dir == v3s16(0,0,0))
|
||||
buf->getMaterial().setTexture(0,
|
||||
material.setTexture(0,
|
||||
g_irrlicht->getTexture(porting::getDataPath("torch_on_floor.png").c_str()));
|
||||
else
|
||||
buf->getMaterial().setTexture(0,
|
||||
material.setTexture(0,
|
||||
g_irrlicht->getTexture(porting::getDataPath("torch.png").c_str()));
|
||||
|
||||
// Add to mesh
|
||||
mesh_new->addMeshBuffer(buf);
|
||||
buf->drop();
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
// Add to mesh collector
|
||||
collector.append(material, vertices, 4, indices, 6);
|
||||
}
|
||||
else if(n.d == CONTENT_WATER)
|
||||
{
|
||||
bool top_is_water = false;
|
||||
try{
|
||||
MapNode n = getNodeParent(v3s16(x,y+1,z));
|
||||
if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
|
||||
top_is_water = true;
|
||||
}catch(InvalidPositionException &e){}
|
||||
|
||||
video::SColor c(128,255,255,255);
|
||||
|
||||
// Neighbor water levels (key = relative position)
|
||||
// Includes current node
|
||||
core::map<v3s16, f32> neighbor_levels;
|
||||
core::map<v3s16, u8> neighbor_contents;
|
||||
v3s16 neighbor_dirs[9] = {
|
||||
v3s16(0,0,0),
|
||||
v3s16(0,0,1),
|
||||
v3s16(0,0,-1),
|
||||
v3s16(1,0,0),
|
||||
v3s16(-1,0,0),
|
||||
v3s16(1,0,1),
|
||||
v3s16(-1,0,-1),
|
||||
v3s16(1,0,-1),
|
||||
v3s16(-1,0,1),
|
||||
};
|
||||
for(u32 i=0; i<9; i++)
|
||||
{
|
||||
u8 content = CONTENT_AIR;
|
||||
float level = -0.5 * BS;
|
||||
try{
|
||||
v3s16 p2 = p + neighbor_dirs[i];
|
||||
MapNode n2 = getNodeParent(p2);
|
||||
|
||||
content = n2.d;
|
||||
|
||||
if(n2.d == CONTENT_WATERSOURCE)
|
||||
level = 0.5 * BS;
|
||||
else if(n2.d == CONTENT_WATER)
|
||||
level = (-0.5 + ((float)n2.param2 + 0.5) / 8.0) * BS;
|
||||
}
|
||||
catch(InvalidPositionException &e){}
|
||||
|
||||
neighbor_levels.insert(neighbor_dirs[i], level);
|
||||
neighbor_contents.insert(neighbor_dirs[i], content);
|
||||
}
|
||||
|
||||
//float water_level = (-0.5 + ((float)n.param2 + 0.5) / 8.0) * BS;
|
||||
//float water_level = neighbor_levels[v3s16(0,0,0)];
|
||||
|
||||
// Corner heights (average between four waters)
|
||||
f32 corner_levels[4];
|
||||
|
||||
v3s16 halfdirs[4] = {
|
||||
v3s16(0,0,0),
|
||||
v3s16(1,0,0),
|
||||
v3s16(1,0,1),
|
||||
v3s16(0,0,1),
|
||||
};
|
||||
for(u32 i=0; i<4; i++)
|
||||
{
|
||||
v3s16 cornerdir = halfdirs[i];
|
||||
float cornerlevel = 0;
|
||||
u32 valid_count = 0;
|
||||
for(u32 j=0; j<4; j++)
|
||||
{
|
||||
v3s16 neighbordir = cornerdir - halfdirs[j];
|
||||
u8 content = neighbor_contents[neighbordir];
|
||||
// Special case for source nodes
|
||||
if(content == CONTENT_WATERSOURCE)
|
||||
{
|
||||
cornerlevel = 0.5*BS;
|
||||
valid_count = 1;
|
||||
break;
|
||||
}
|
||||
else if(content == CONTENT_WATER)
|
||||
{
|
||||
cornerlevel += neighbor_levels[neighbordir];
|
||||
valid_count++;
|
||||
}
|
||||
else if(content == CONTENT_AIR)
|
||||
{
|
||||
cornerlevel += -0.5*BS;
|
||||
valid_count++;
|
||||
}
|
||||
}
|
||||
if(valid_count > 0)
|
||||
cornerlevel /= valid_count;
|
||||
corner_levels[i] = cornerlevel;
|
||||
}
|
||||
|
||||
/*
|
||||
Generate sides
|
||||
*/
|
||||
|
||||
v3s16 side_dirs[4] = {
|
||||
v3s16(1,0,0),
|
||||
v3s16(-1,0,0),
|
||||
v3s16(0,0,1),
|
||||
v3s16(0,0,-1),
|
||||
};
|
||||
s16 side_corners[4][2] = {
|
||||
{1, 2},
|
||||
{3, 0},
|
||||
{2, 3},
|
||||
{0, 1},
|
||||
};
|
||||
for(u32 i=0; i<4; i++)
|
||||
{
|
||||
v3s16 dir = side_dirs[i];
|
||||
|
||||
//float neighbor_level = neighbor_levels[dir];
|
||||
/*if(neighbor_level > -0.5*BS + 0.001)
|
||||
continue;*/
|
||||
/*if(neighbor_level > water_level - 0.1*BS)
|
||||
continue;*/
|
||||
|
||||
u8 neighbor_content = neighbor_contents[dir];
|
||||
|
||||
if(neighbor_content != CONTENT_AIR
|
||||
&& neighbor_content != CONTENT_WATER)
|
||||
continue;
|
||||
|
||||
bool neighbor_is_water = (neighbor_content == CONTENT_WATER);
|
||||
|
||||
if(neighbor_is_water == true && top_is_water == false)
|
||||
continue;
|
||||
|
||||
video::S3DVertex vertices[4] =
|
||||
{
|
||||
/*video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c, 0,1),
|
||||
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c, 1,1),
|
||||
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c, 1,0),
|
||||
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c, 0,0),*/
|
||||
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,1),
|
||||
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,1),
|
||||
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
|
||||
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
|
||||
};
|
||||
|
||||
if(top_is_water)
|
||||
{
|
||||
vertices[2].Pos.Y = 0.5*BS;
|
||||
vertices[3].Pos.Y = 0.5*BS;
|
||||
}
|
||||
else
|
||||
{
|
||||
vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
|
||||
vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
|
||||
}
|
||||
|
||||
if(neighbor_is_water)
|
||||
{
|
||||
vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
|
||||
vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
|
||||
}
|
||||
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);
|
||||
|
||||
vertices[j].Pos += intToFloat(p + getPosRelative());
|
||||
}
|
||||
|
||||
// Set material
|
||||
video::SMaterial material;
|
||||
material.setFlag(video::EMF_LIGHTING, false);
|
||||
material.setFlag(video::EMF_BACK_FACE_CULLING, false);
|
||||
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
|
||||
material.setTexture(0,
|
||||
g_irrlicht->getTexture(porting::getDataPath("water.png").c_str()));
|
||||
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
// Add to mesh collector
|
||||
collector.append(material, vertices, 4, indices, 6);
|
||||
}
|
||||
|
||||
/*
|
||||
Generate top side, if appropriate
|
||||
*/
|
||||
|
||||
if(top_is_water == false)
|
||||
{
|
||||
video::S3DVertex vertices[4] =
|
||||
{
|
||||
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c, 0,1),
|
||||
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c, 1,1),
|
||||
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c, 1,0),
|
||||
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c, 0,0),
|
||||
};
|
||||
|
||||
for(s32 i=0; i<4; i++)
|
||||
{
|
||||
//vertices[i].Pos.Y += water_level;
|
||||
//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
|
||||
vertices[i].Pos.Y += corner_levels[i];
|
||||
vertices[i].Pos += intToFloat(p + getPosRelative());
|
||||
}
|
||||
|
||||
// Set material
|
||||
video::SMaterial material;
|
||||
material.setFlag(video::EMF_LIGHTING, false);
|
||||
material.setFlag(video::EMF_BACK_FACE_CULLING, false);
|
||||
material.setFlag(video::EMF_BILINEAR_FILTER, false);
|
||||
material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
|
||||
material.setTexture(0,
|
||||
g_irrlicht->getTexture(porting::getDataPath("water.png").c_str()));
|
||||
|
||||
u16 indices[] = {0,1,2,2,3,0};
|
||||
// Add to mesh collector
|
||||
collector.append(material, vertices, 4, indices, 6);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
Add stuff from collector to mesh
|
||||
*/
|
||||
|
||||
collector.fillMesh(mesh_new);
|
||||
|
||||
/*
|
||||
Do some stuff to the mesh
|
||||
*/
|
||||
@ -792,6 +1029,14 @@ void MapBlock::updateMesh(u32 daynight_ratio)
|
||||
mesh_new = NULL;
|
||||
}
|
||||
|
||||
// Use VBO for mesh (this just would set this for ever buffer)
|
||||
// This will lead to infinite memory usage because or irrlicht.
|
||||
//mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
|
||||
|
||||
/*std::cout<<"MapBlock has "<<fastfaces_new.size()<<" faces "
|
||||
<<"and uses "<<mesh_new->getMeshBufferCount()
|
||||
<<" materials (meshbuffers)"<<std::endl;*/
|
||||
|
||||
/*
|
||||
Replace the mesh
|
||||
*/
|
||||
@ -872,7 +1117,8 @@ void MapBlock::updateMesh(u32 daynight_ratio)
|
||||
air is left in block.
|
||||
*/
|
||||
bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
|
||||
bool remove_light, bool *black_air_left)
|
||||
bool remove_light, bool *black_air_left,
|
||||
bool grow_grass)
|
||||
{
|
||||
// Whether the sunlight at the top of the bottom block is valid
|
||||
bool block_below_is_valid = true;
|
||||
@ -962,10 +1208,23 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
|
||||
}
|
||||
else if(n.light_propagates() == false)
|
||||
{
|
||||
// Turn mud into grass
|
||||
if(n.d == CONTENT_MUD && current_light == LIGHT_SUN)
|
||||
if(grow_grass)
|
||||
{
|
||||
n.d = CONTENT_GRASS;
|
||||
bool upper_is_air = false;
|
||||
try
|
||||
{
|
||||
if(getNodeParent(pos+v3s16(0,1,0)).d == CONTENT_AIR)
|
||||
upper_is_air = true;
|
||||
}
|
||||
catch(InvalidPositionException &e)
|
||||
{
|
||||
}
|
||||
// Turn mud into grass
|
||||
if(upper_is_air && n.d == CONTENT_MUD
|
||||
&& current_light == LIGHT_SUN)
|
||||
{
|
||||
n.d = CONTENT_GRASS;
|
||||
}
|
||||
}
|
||||
|
||||
// A solid object is on the way.
|
||||
|
@ -315,7 +315,8 @@ public:
|
||||
|
||||
// See comments in mapblock.cpp
|
||||
bool propagateSunlight(core::map<v3s16, bool> & light_sources,
|
||||
bool remove_light=false, bool *black_air_left=NULL);
|
||||
bool remove_light=false, bool *black_air_left=NULL,
|
||||
bool grow_grass=false);
|
||||
|
||||
// Copies data to VoxelManipulator to getPosRelative()
|
||||
void copyTo(VoxelManipulator &dst);
|
||||
|
@ -35,7 +35,8 @@ u16 g_content_tiles[USEFUL_CONTENT_COUNT][6] =
|
||||
{
|
||||
{TILE_STONE,TILE_STONE,TILE_STONE,TILE_STONE,TILE_STONE,TILE_STONE},
|
||||
{TILE_GRASS,TILE_MUD,TILE_MUD_WITH_GRASS,TILE_MUD_WITH_GRASS,TILE_MUD_WITH_GRASS,TILE_MUD_WITH_GRASS},
|
||||
{TILE_WATER,TILE_WATER,TILE_WATER,TILE_WATER,TILE_WATER,TILE_WATER},
|
||||
//{TILE_WATER,TILE_WATER,TILE_WATER,TILE_WATER,TILE_WATER,TILE_WATER},
|
||||
{TILE_NONE,TILE_NONE,TILE_NONE,TILE_NONE,TILE_NONE,TILE_NONE},
|
||||
{TILE_NONE,TILE_NONE,TILE_NONE,TILE_NONE,TILE_NONE,TILE_NONE},
|
||||
{TILE_TREE_TOP,TILE_TREE_TOP,TILE_TREE,TILE_TREE,TILE_TREE,TILE_TREE},
|
||||
{TILE_LEAVES,TILE_LEAVES,TILE_LEAVES,TILE_LEAVES,TILE_LEAVES,TILE_LEAVES},
|
||||
|
@ -108,7 +108,7 @@ inline bool sunlight_propagates_content(u8 m)
|
||||
inline u8 content_solidness(u8 m)
|
||||
{
|
||||
// As of now, every pseudo node like torches are added to this
|
||||
if(m == CONTENT_AIR || m == CONTENT_TORCH)
|
||||
if(m == CONTENT_AIR || m == CONTENT_TORCH || m == CONTENT_WATER)
|
||||
return 0;
|
||||
if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE)
|
||||
return 1;
|
||||
@ -121,12 +121,30 @@ inline bool content_walkable(u8 m)
|
||||
return (m != CONTENT_AIR && m != CONTENT_WATER && m != CONTENT_WATERSOURCE && m != CONTENT_TORCH);
|
||||
}
|
||||
|
||||
// A liquid resists fast movement
|
||||
inline bool content_liquid(u8 m)
|
||||
{
|
||||
return (m == CONTENT_WATER || m == CONTENT_WATERSOURCE);
|
||||
}
|
||||
|
||||
inline bool content_flowing_liquid(u8 m)
|
||||
{
|
||||
return (m == CONTENT_WATER);
|
||||
}
|
||||
|
||||
inline bool content_liquid_source(u8 m)
|
||||
{
|
||||
return (m == CONTENT_WATERSOURCE);
|
||||
}
|
||||
|
||||
// CONTENT_WATER || CONTENT_WATERSOURCE -> CONTENT_WATER
|
||||
// CONTENT_LAVA || CONTENT_LAVASOURCE -> CONTENT_LAVA
|
||||
inline u8 make_liquid_flowing(u8 m)
|
||||
{
|
||||
if(m == CONTENT_WATER || m == CONTENT_WATERSOURCE)
|
||||
return CONTENT_WATER;
|
||||
assert(0);
|
||||
}
|
||||
|
||||
// Pointable contents can be pointed to in the map
|
||||
inline bool content_pointable(u8 m)
|
||||
{
|
||||
@ -349,6 +367,8 @@ struct MapNode
|
||||
|
||||
union
|
||||
{
|
||||
u8 param2;
|
||||
|
||||
/*
|
||||
Pressure for liquids
|
||||
*/
|
||||
|
@ -971,7 +971,8 @@ Server::Server(
|
||||
m_time_of_day_send_timer(0),
|
||||
m_uptime(0)
|
||||
{
|
||||
m_flowwater_timer = 0.0;
|
||||
//m_flowwater_timer = 0.0;
|
||||
m_liquid_transform_timer = 0.0;
|
||||
m_print_info_timer = 0.0;
|
||||
m_objectdata_timer = 0.0;
|
||||
m_emergethread_trigger_timer = 0.0;
|
||||
@ -1140,9 +1141,54 @@ void Server::AsyncRunStep()
|
||||
/*
|
||||
Do background stuff
|
||||
*/
|
||||
|
||||
|
||||
/*
|
||||
Transform liquids
|
||||
*/
|
||||
m_liquid_transform_timer += dtime;
|
||||
if(m_liquid_transform_timer >= 1.00)
|
||||
{
|
||||
//m_env.getMap().
|
||||
m_liquid_transform_timer -= 1.00;
|
||||
|
||||
JMutexAutoLock lock(m_env_mutex);
|
||||
|
||||
core::map<v3s16, MapBlock*> modified_blocks;
|
||||
m_env.getMap().transformLiquids(modified_blocks);
|
||||
#if 0
|
||||
/*
|
||||
Update lighting
|
||||
*/
|
||||
core::map<v3s16, MapBlock*> lighting_modified_blocks;
|
||||
ServerMap &map = ((ServerMap&)m_env.getMap());
|
||||
map.updateLighting(modified_blocks, lighting_modified_blocks);
|
||||
|
||||
// Add blocks modified by lighting to modified_blocks
|
||||
for(core::map<v3s16, MapBlock*>::Iterator
|
||||
i = lighting_modified_blocks.getIterator();
|
||||
i.atEnd() == false; i++)
|
||||
{
|
||||
MapBlock *block = i.getNode()->getValue();
|
||||
modified_blocks.insert(block->getPos(), block);
|
||||
}
|
||||
#endif
|
||||
/*
|
||||
Set the modified blocks unsent for all the clients
|
||||
*/
|
||||
|
||||
JMutexAutoLock lock2(m_con_mutex);
|
||||
|
||||
for(core::map<u16, RemoteClient*>::Iterator
|
||||
i = m_clients.getIterator();
|
||||
i.atEnd() == false; i++)
|
||||
{
|
||||
RemoteClient *client = i.getNode()->getValue();
|
||||
|
||||
if(modified_blocks.size() > 0)
|
||||
{
|
||||
// Remove block from sent history
|
||||
client->SetBlocksNotSent(modified_blocks);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if 0
|
||||
|
@ -457,7 +457,8 @@ private:
|
||||
void handlePeerChange(PeerChange &c);
|
||||
void handlePeerChanges();
|
||||
|
||||
float m_flowwater_timer;
|
||||
//float m_flowwater_timer;
|
||||
float m_liquid_transform_timer;
|
||||
float m_print_info_timer;
|
||||
float m_objectdata_timer;
|
||||
float m_emergethread_trigger_timer;
|
||||
|
@ -1608,7 +1608,7 @@ public:
|
||||
return true;
|
||||
}
|
||||
|
||||
void pop_front()
|
||||
Value pop_front()
|
||||
{
|
||||
typename core::list<Value>::Iterator i = m_list.begin();
|
||||
Value value = *i;
|
||||
@ -1617,6 +1617,12 @@ public:
|
||||
return value;
|
||||
}
|
||||
|
||||
u32 size()
|
||||
{
|
||||
assert(m_list.size() == m_map.size());
|
||||
return m_list.size();
|
||||
}
|
||||
|
||||
private:
|
||||
core::map<Value, u8> m_map;
|
||||
core::list<Value> m_list;
|
||||
|
Loading…
Reference in New Issue
Block a user