minecraft-style water done (but no texture animation or sound)

This commit is contained in:
Perttu Ahola 2011-01-17 21:15:31 +02:00
parent 0fa0e0752a
commit d44abdab17
13 changed files with 770 additions and 65 deletions

@ -97,7 +97,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
#define MAX_OBJECTDATA_SIZE 450
#define WATER_LEVEL (0)
/*
This is good to be a bit different than 0 so that water level
is not between to MapBlocks
*/
#define WATER_LEVEL 3
// Length of cracking animation in count of images
#define CRACK_ANIMATION_LENGTH 5

@ -62,8 +62,8 @@ void set_default_settings()
g_settings.setDefault("active_object_range", "2");
g_settings.setDefault("max_simultaneous_block_sends_per_client", "1");
g_settings.setDefault("max_simultaneous_block_sends_server_total", "4");
g_settings.setDefault("water_moves", "true");
g_settings.setDefault("disable_water_climb", "true");
//g_settings.setDefault("water_moves", "true");
//g_settings.setDefault("disable_water_climb", "true");
//g_settings.setDefault("endless_water", "true");
g_settings.setDefault("max_block_send_distance", "6");
g_settings.setDefault("max_block_generate_distance", "6");

@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define LIGHT_HEADER
#include "common_irrlicht.h"
#include "debug.h"
/*
Day/night cache:
@ -78,7 +79,7 @@ inline u8 decode_light(u8 light)
return light_decode_table[LIGHT_MAX];
if(light > LIGHT_MAX)
throw;
light = LIGHT_MAX;
return light_decode_table[light];
}

@ -116,12 +116,16 @@ TODO: Startup and configuration menu
Graphics:
TODO:
TODO: Optimize day/night mesh updating somehow
- create copies of all textures for all lighting values and only
change texture for material?
- Umm... the collecting of the faces is the slow part
-> what about just changing the color values of the existing
meshbuffers? It should go quite fast.
- This is not easy; There'd need to be a buffer somewhere
that would contain the night and day lighting values.
TODO: Draw big amounts of torches better (that is, throw them in the
same meshbuffer (can the meshcollector class be used?))
@ -129,9 +133,13 @@ TODO: Draw big amounts of torches better (that is, throw them in the
TODO: Combine MapBlock's face caches to so big pieces that VBO
gets used
- That is >500 vertices
- This is not easy; all the MapBlocks close to the player would
still need to be drawn separately and combining the blocks
would have to happen in a background thread
TODO: Make fetching sector's blocks more efficient when rendering
sectors that have very large amounts of blocks (on client)
- Is this necessary at all?
Configuration:
@ -210,6 +218,9 @@ TODO: Map generator version 2
- There could be a certain height (to which mountains only reach)
where some minerals are found
FIXME: The new pre-sunlight-propagation code messes up with initial
water lighting
Doing now:
======================================================================

@ -926,6 +926,37 @@ void Map::addNodeAndUpdate(v3s16 p, MapNode n,
MapBlock *block = i.getNode()->getValue();
block->updateDayNightDiff();
}
/*
Add neighboring liquid nodes and the node itself if it is
liquid (=water node was added) to transform queue.
*/
v3s16 dirs[7] = {
v3s16(0,0,0), // self
v3s16(0,0,1), // back
v3s16(0,1,0), // top
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(0,-1,0), // bottom
v3s16(-1,0,0), // left
};
for(u16 i=0; i<7; i++)
{
try
{
v3s16 p2 = p + dirs[i];
MapNode n2 = getNode(p2);
if(content_liquid(n2.d))
{
m_transforming_liquid.push_back(p2);
}
}catch(InvalidPositionException &e)
{
}
}
}
/*
@ -1063,6 +1094,35 @@ void Map::removeNodeAndUpdate(v3s16 p,
MapBlock *block = i.getNode()->getValue();
block->updateDayNightDiff();
}
/*
Add neighboring liquid nodes to transform queue.
*/
v3s16 dirs[6] = {
v3s16(0,0,1), // back
v3s16(0,1,0), // top
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(0,-1,0), // bottom
v3s16(-1,0,0), // left
};
for(u16 i=0; i<6; i++)
{
try
{
v3s16 p2 = p + dirs[i];
MapNode n2 = getNode(p2);
if(content_liquid(n2.d))
{
m_transforming_liquid.push_back(p2);
}
}catch(InvalidPositionException &e)
{
}
}
}
#ifndef SERVER
@ -1303,6 +1363,276 @@ void Map::PrintInfo(std::ostream &out)
out<<"Map: ";
}
#define WATER_DROP_BOOST 4
void Map::transformLiquids(core::map<v3s16, MapBlock*> & modified_blocks)
{
DSTACK(__FUNCTION_NAME);
TimeTaker timer("transformLiquids()");
u32 loopcount = 0;
u32 initial_size = m_transforming_liquid.size();
while(m_transforming_liquid.size() != 0)
{
v3s16 p0 = m_transforming_liquid.pop_front();
MapNode n0 = getNode(p0);
// Don't deal with non-liquids
if(content_liquid(n0.d) == false)
continue;
bool is_source = !content_flowing_liquid(n0.d);
u8 liquid_level = 8;
if(is_source == false)
liquid_level = n0.param2 & 0x0f;
// Turn possible source into non-source
u8 nonsource_c = make_liquid_flowing(n0.d);
/*
If not source, check that some node flows into this one
and what is the level of liquid in this one
*/
if(is_source == false)
{
s8 new_liquid_level_max = -1;
v3s16 dirs_from[5] = {
v3s16(0,1,0), // top
v3s16(0,0,1), // back
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(-1,0,0), // left
};
for(u16 i=0; i<5; i++)
{
try
{
bool from_top = (i==0);
v3s16 p2 = p0 + dirs_from[i];
MapNode n2 = getNode(p2);
if(content_liquid(n2.d))
{
u8 n2_nonsource_c = make_liquid_flowing(n2.d);
// Check that the liquids are the same type
if(n2_nonsource_c != nonsource_c)
{
dstream<<"WARNING: Not handling: different liquids"
" collide"<<std::endl;
continue;
}
bool n2_is_source = !content_flowing_liquid(n2.d);
s8 n2_liquid_level = 8;
if(n2_is_source == false)
n2_liquid_level = n2.param2 & 0x07;
s8 new_liquid_level = -1;
if(from_top)
{
//new_liquid_level = 7;
if(n2_liquid_level >= 7 - WATER_DROP_BOOST)
new_liquid_level = 7;
else
new_liquid_level = n2_liquid_level + WATER_DROP_BOOST;
}
else if(n2_liquid_level > 0)
{
new_liquid_level = n2_liquid_level - 1;
}
if(new_liquid_level > new_liquid_level_max)
new_liquid_level_max = new_liquid_level;
}
}catch(InvalidPositionException &e)
{
}
} //for
/*
If liquid level should be something else, update it and
add all the neighboring water nodes to the transform queue.
*/
if(new_liquid_level_max != liquid_level)
{
if(new_liquid_level_max == -1)
{
// Remove water alltoghether
n0.d = CONTENT_AIR;
n0.param2 = 0;
setNode(p0, n0);
}
else
{
n0.param2 = new_liquid_level_max;
setNode(p0, n0);
}
// Block has been modified
{
v3s16 blockpos = getNodeBlockPos(p0);
MapBlock *block = getBlockNoCreateNoEx(blockpos);
if(block != NULL)
modified_blocks.insert(blockpos, block);
}
/*
Add neighboring non-source liquid nodes to transform queue.
*/
v3s16 dirs[6] = {
v3s16(0,0,1), // back
v3s16(0,1,0), // top
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(0,-1,0), // bottom
v3s16(-1,0,0), // left
};
for(u16 i=0; i<6; i++)
{
try
{
v3s16 p2 = p0 + dirs[i];
MapNode n2 = getNode(p2);
if(content_flowing_liquid(n2.d))
{
m_transforming_liquid.push_back(p2);
}
}catch(InvalidPositionException &e)
{
}
}
}
}
// Get a new one from queue if the node has turned into non-water
if(content_liquid(n0.d) == false)
continue;
/*
Flow water from this node
*/
v3s16 dirs_to[5] = {
v3s16(0,-1,0), // bottom
v3s16(0,0,1), // back
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(-1,0,0), // left
};
for(u16 i=0; i<5; i++)
{
try
{
bool to_bottom = (i == 0);
// If liquid is at lowest possible height, it's not going
// anywhere except down
if(liquid_level == 0 && to_bottom == false)
continue;
u8 liquid_next_level = 0;
// If going to bottom
if(to_bottom)
{
//liquid_next_level = 7;
if(liquid_level >= 7 - WATER_DROP_BOOST)
liquid_next_level = 7;
else
liquid_next_level = liquid_level + WATER_DROP_BOOST;
}
else
liquid_next_level = liquid_level - 1;
bool n2_changed = false;
bool flowed = false;
v3s16 p2 = p0 + dirs_to[i];
MapNode n2 = getNode(p2);
if(content_liquid(n2.d))
{
u8 n2_nonsource_c = make_liquid_flowing(n2.d);
// Check that the liquids are the same type
if(n2_nonsource_c != nonsource_c)
{
dstream<<"WARNING: Not handling: different liquids"
" collide"<<std::endl;
continue;
}
bool n2_is_source = !content_flowing_liquid(n2.d);
u8 n2_liquid_level = 8;
if(n2_is_source == false)
n2_liquid_level = n2.param2 & 0x07;
if(to_bottom)
{
flowed = true;
}
if(n2_is_source)
{
// Just flow into the source, nothing changes.
// n2_changed is not set because destination didn't change
flowed = true;
}
else
{
if(liquid_next_level > liquid_level)
{
n2.param2 = liquid_next_level;
setNode(p2, n2);
n2_changed = true;
flowed = true;
}
}
}
else if(n2.d == CONTENT_AIR)
{
n2.d = nonsource_c;
n2.param2 = liquid_next_level;
setNode(p2, n2);
n2_changed = true;
flowed = true;
}
if(n2_changed)
{
m_transforming_liquid.push_back(p2);
v3s16 blockpos = getNodeBlockPos(p2);
MapBlock *block = getBlockNoCreateNoEx(blockpos);
if(block != NULL)
modified_blocks.insert(blockpos, block);
}
// If n2_changed to bottom, don't flow anywhere else
if(to_bottom && flowed)
break;
}catch(InvalidPositionException &e)
{
}
}
loopcount++;
//if(loopcount >= 100000)
if(loopcount >= initial_size * 1)
break;
}
dstream<<"Map::transformLiquids(): loopcount="<<loopcount<<std::endl;
}
/*
ServerMap
*/
@ -1327,15 +1657,20 @@ ServerMap::ServerMap(std::string savedir, HMParams hmp, MapParams mp):
/*
NOTE: BEWARE: Too big amount of these will make map generation
slow. Especially those that are read by every block emerge.
Fetch times:
1000 points: 2-3ms
5000 points: 15ms
15000 points: 40ms
*/
for(u32 i=0; i<15000; i++)
for(u32 i=0; i<5000; i++)
{
/*u32 lim = MAP_GENERATION_LIMIT;
if(i < 400)
lim = 2000;*/
u32 lim = 1000 + MAP_GENERATION_LIMIT * i / 15000;
u32 lim = 1000 + MAP_GENERATION_LIMIT * i / 5000;
v3s16 p(
-lim + myrand()%(lim*2),
@ -1679,17 +2014,19 @@ MapSector * ServerMap::emergeSector(v2s16 p2d)
Get local attributes
*/
//dstream<<"emergeSector(): Reading point attribute lists"<<std::endl;
// Get plant amount from attributes
PointAttributeList *palist = m_padb.getList("plants_amount");
assert(palist);
/*float local_plants_amount =
palist->getNearAttr(nodepos2d).getFloat();*/
float local_plants_amount =
palist->getInterpolatedFloat(nodepos2d);
//dstream<<"emergeSector(): done."<<std::endl;
float local_plants_amount = 0.0;
{
//dstream<<"emergeSector(): Reading point attribute lists"<<std::endl;
//TimeTaker attrtimer("emergeSector() attribute fetch");
// Get plant amount from attributes
PointAttributeList *palist = m_padb.getList("plants_amount");
assert(palist);
/*local_plants_amount =
palist->getNearAttr(nodepos2d).getFloat();*/
local_plants_amount =
palist->getInterpolatedFloat(nodepos2d);
}
/*
Generate sector heightmap
@ -1988,6 +2325,12 @@ MapBlock * ServerMap::emergeBlock(
n.d = water_material;
n.setLight(LIGHTBANK_DAY,
diminish_light(LIGHT_SUN, WATER_LEVEL-real_y+1));
/*
Add to transforming liquid queue (in case it'd
start flowing)
*/
v3s16 real_pos = v3s16(x0,y0,z0) + p*MAP_BLOCKSIZE;
m_transforming_liquid.push_back(real_pos);
}
// else air
else
@ -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

@ -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;