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https://github.com/minetest/minetest.git
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1210 lines
35 KiB
C++
1210 lines
35 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "content_mapblock.h"
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#include "content_mapnode.h"
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#include "main.h" // For g_settings and g_texturesource
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#include "mineral.h"
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#include "mapblock_mesh.h" // For MapBlock_LightColor()
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#ifndef SERVER
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// Create a cuboid.
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// material - the material to use (for all 6 faces)
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// collector - the MeshCollector for the resulting polygons
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// pa - texture atlas pointer for the material
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// c - vertex colour - used for all
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// pos - the position of the centre of the cuboid
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// rz,ry,rz - the radius of the cuboid in each dimension
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// txc - texture coordinates - this is a list of texture coordinates
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// for the opposite corners of each face - therefore, there
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// should be (2+2)*6=24 values in the list. Alternatively, pass
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// NULL to use the entire texture for each face. The order of
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// the faces in the list is top-backi-right-front-left-bottom
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// If you specified 0,0,1,1 for each face, that would be the
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// same as passing NULL.
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void makeCuboid(video::SMaterial &material, MeshCollector *collector,
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AtlasPointer* pa, video::SColor &c,
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v3f &pos, f32 rx, f32 ry, f32 rz, f32* txc)
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{
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f32 tu0=pa->x0();
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f32 tu1=pa->x1();
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f32 tv0=pa->y0();
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f32 tv1=pa->y1();
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f32 txus=tu1-tu0;
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f32 txvs=tv1-tv0;
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video::S3DVertex v[4] =
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{
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video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv1),
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video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv1),
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video::S3DVertex(0,0,0, 0,0,0, c, tu1, tv0),
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video::S3DVertex(0,0,0, 0,0,0, c, tu0, tv0)
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};
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for(int i=0;i<6;i++)
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{
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switch(i)
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{
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case 0: // top
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v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
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v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
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v[2].Pos.X= rx; v[2].Pos.Y= ry; v[2].Pos.Z= rz;
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v[3].Pos.X= rx; v[3].Pos.Y= ry, v[3].Pos.Z=-rz;
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break;
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case 1: // back
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v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
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v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
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v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
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v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
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break;
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case 2: //right
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v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z=-rz;
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v[1].Pos.X= rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
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v[2].Pos.X= rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
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v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
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break;
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case 3: // front
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v[0].Pos.X= rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
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v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z= rz;
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v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z= rz;
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v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
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break;
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case 4: // left
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v[0].Pos.X=-rx; v[0].Pos.Y= ry; v[0].Pos.Z= rz;
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v[1].Pos.X=-rx; v[1].Pos.Y= ry; v[1].Pos.Z=-rz;
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v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
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v[3].Pos.X=-rx; v[3].Pos.Y=-ry, v[3].Pos.Z= rz;
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break;
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case 5: // bottom
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v[0].Pos.X= rx; v[0].Pos.Y=-ry; v[0].Pos.Z= rz;
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v[1].Pos.X=-rx; v[1].Pos.Y=-ry; v[1].Pos.Z= rz;
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v[2].Pos.X=-rx; v[2].Pos.Y=-ry; v[2].Pos.Z=-rz;
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v[3].Pos.X= rx; v[3].Pos.Y=-ry, v[3].Pos.Z=-rz;
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break;
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}
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if(txc!=NULL)
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{
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v[0].TCoords.X=tu0+txus*txc[0]; v[0].TCoords.Y=tv0+txvs*txc[3];
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v[1].TCoords.X=tu0+txus*txc[2]; v[1].TCoords.Y=tv0+txvs*txc[3];
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v[2].TCoords.X=tu0+txus*txc[2]; v[2].TCoords.Y=tv0+txvs*txc[1];
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v[3].TCoords.X=tu0+txus*txc[0]; v[3].TCoords.Y=tv0+txvs*txc[1];
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txc+=4;
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}
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for(u16 i=0; i<4; i++)
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v[i].Pos += pos;
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u16 indices[] = {0,1,2,2,3,0};
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collector->append(material, v, 4, indices, 6);
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}
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}
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#endif
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#ifndef SERVER
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void mapblock_mesh_generate_special(MeshMakeData *data,
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MeshCollector &collector)
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{
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// 0ms
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//TimeTaker timer("mapblock_mesh_generate_special()");
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/*
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Some settings
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*/
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bool new_style_water = g_settings.getBool("new_style_water");
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bool new_style_leaves = g_settings.getBool("new_style_leaves");
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//bool smooth_lighting = g_settings.getBool("smooth_lighting");
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bool invisible_stone = g_settings.getBool("invisible_stone");
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float node_liquid_level = 1.0;
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if(new_style_water)
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node_liquid_level = 0.85;
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v3s16 blockpos_nodes = data->m_blockpos*MAP_BLOCKSIZE;
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// New-style leaves material
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video::SMaterial material_leaves1;
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material_leaves1.setFlag(video::EMF_LIGHTING, false);
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//material_leaves1.setFlag(video::EMF_BACK_FACE_CULLING, false);
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material_leaves1.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_leaves1.setFlag(video::EMF_FOG_ENABLE, true);
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material_leaves1.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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AtlasPointer pa_leaves1 = g_texturesource->getTexture(
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g_texturesource->getTextureId("leaves.png"));
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material_leaves1.setTexture(0, pa_leaves1.atlas);
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// Glass material
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video::SMaterial material_glass;
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material_glass.setFlag(video::EMF_LIGHTING, false);
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material_glass.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_glass.setFlag(video::EMF_FOG_ENABLE, true);
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material_glass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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AtlasPointer pa_glass = g_texturesource->getTexture(
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g_texturesource->getTextureId("glass.png"));
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material_glass.setTexture(0, pa_glass.atlas);
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// Wood material
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video::SMaterial material_wood;
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material_wood.setFlag(video::EMF_LIGHTING, false);
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material_wood.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_wood.setFlag(video::EMF_FOG_ENABLE, true);
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material_wood.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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AtlasPointer pa_wood = g_texturesource->getTexture(
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g_texturesource->getTextureId("wood.png"));
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material_wood.setTexture(0, pa_wood.atlas);
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// General ground material for special output
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// Texture is modified just before usage
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video::SMaterial material_general;
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material_general.setFlag(video::EMF_LIGHTING, false);
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material_general.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_general.setFlag(video::EMF_FOG_ENABLE, true);
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material_general.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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// Papyrus material
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video::SMaterial material_papyrus;
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material_papyrus.setFlag(video::EMF_LIGHTING, false);
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material_papyrus.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_papyrus.setFlag(video::EMF_FOG_ENABLE, true);
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material_papyrus.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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AtlasPointer pa_papyrus = g_texturesource->getTexture(
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g_texturesource->getTextureId("papyrus.png"));
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material_papyrus.setTexture(0, pa_papyrus.atlas);
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// junglegrass material
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video::SMaterial material_junglegrass;
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material_junglegrass.setFlag(video::EMF_LIGHTING, false);
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material_junglegrass.setFlag(video::EMF_BILINEAR_FILTER, false);
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material_junglegrass.setFlag(video::EMF_FOG_ENABLE, true);
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material_junglegrass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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AtlasPointer pa_junglegrass = g_texturesource->getTexture(
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g_texturesource->getTextureId("junglegrass.png"));
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material_junglegrass.setTexture(0, pa_junglegrass.atlas);
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for(s16 z=0; z<MAP_BLOCKSIZE; z++)
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for(s16 y=0; y<MAP_BLOCKSIZE; y++)
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for(s16 x=0; x<MAP_BLOCKSIZE; x++)
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{
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v3s16 p(x,y,z);
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MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes+p);
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/*
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Add torches to mesh
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*/
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if(n.getContent() == CONTENT_TORCH)
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{
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video::SColor c(255,255,255,255);
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// Wall at X+ of node
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
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video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
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video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
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video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
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};
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v3s16 dir = unpackDir(n.param2);
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for(s32 i=0; i<4; i++)
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{
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if(dir == v3s16(1,0,0))
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vertices[i].Pos.rotateXZBy(0);
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if(dir == v3s16(-1,0,0))
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vertices[i].Pos.rotateXZBy(180);
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if(dir == v3s16(0,0,1))
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vertices[i].Pos.rotateXZBy(90);
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if(dir == v3s16(0,0,-1))
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vertices[i].Pos.rotateXZBy(-90);
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if(dir == v3s16(0,-1,0))
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vertices[i].Pos.rotateXZBy(45);
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if(dir == v3s16(0,1,0))
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vertices[i].Pos.rotateXZBy(-45);
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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// Set material
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video::SMaterial material;
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BACK_FACE_CULLING, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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material.MaterialType
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= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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if(dir == v3s16(0,-1,0))
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material.setTexture(0,
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g_texturesource->getTextureRaw("torch_on_floor.png"));
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else if(dir == v3s16(0,1,0))
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material.setTexture(0,
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g_texturesource->getTextureRaw("torch_on_ceiling.png"));
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// For backwards compatibility
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else if(dir == v3s16(0,0,0))
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material.setTexture(0,
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g_texturesource->getTextureRaw("torch_on_floor.png"));
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else
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material.setTexture(0,
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g_texturesource->getTextureRaw("torch.png"));
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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, vertices, 4, indices, 6);
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}
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/*
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Signs on walls
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*/
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else if(n.getContent() == CONTENT_SIGN_WALL)
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{
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u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
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video::SColor c = MapBlock_LightColor(255, l);
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float d = (float)BS/16;
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// Wall at X+ of node
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
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video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
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video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
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video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
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};
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v3s16 dir = unpackDir(n.param2);
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for(s32 i=0; i<4; i++)
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{
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if(dir == v3s16(1,0,0))
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vertices[i].Pos.rotateXZBy(0);
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if(dir == v3s16(-1,0,0))
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vertices[i].Pos.rotateXZBy(180);
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if(dir == v3s16(0,0,1))
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vertices[i].Pos.rotateXZBy(90);
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if(dir == v3s16(0,0,-1))
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vertices[i].Pos.rotateXZBy(-90);
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if(dir == v3s16(0,-1,0))
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vertices[i].Pos.rotateXYBy(-90);
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if(dir == v3s16(0,1,0))
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vertices[i].Pos.rotateXYBy(90);
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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// Set material
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video::SMaterial material;
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BACK_FACE_CULLING, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setFlag(video::EMF_FOG_ENABLE, true);
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//material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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material.MaterialType
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= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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material.setTexture(0,
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g_texturesource->getTextureRaw("sign_wall.png"));
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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, vertices, 4, indices, 6);
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}
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/*
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Add flowing liquid to mesh
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*/
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else if(content_features(n).liquid_type == LIQUID_FLOWING)
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{
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assert(content_features(n).special_material);
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video::SMaterial &liquid_material =
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*content_features(n).special_material;
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assert(content_features(n).special_atlas);
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AtlasPointer &pa_liquid1 =
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*content_features(n).special_atlas;
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bool top_is_same_liquid = false;
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MapNode ntop = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y+1,z));
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content_t c_flowing = content_features(n).liquid_alternative_flowing;
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content_t c_source = content_features(n).liquid_alternative_source;
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if(ntop.getContent() == c_flowing || ntop.getContent() == c_source)
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top_is_same_liquid = true;
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u8 l = 0;
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// Use the light of the node on top if possible
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if(content_features(ntop).param_type == CPT_LIGHT)
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l = decode_light(ntop.getLightBlend(data->m_daynight_ratio));
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// Otherwise use the light of this node (the liquid)
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else
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l = decode_light(n.getLightBlend(data->m_daynight_ratio));
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video::SColor c = MapBlock_LightColor(
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content_features(n).vertex_alpha, l);
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// Neighbor liquid levels (key = relative position)
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// Includes current node
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core::map<v3s16, f32> neighbor_levels;
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core::map<v3s16, content_t> neighbor_contents;
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core::map<v3s16, u8> neighbor_flags;
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const u8 neighborflag_top_is_same_liquid = 0x01;
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v3s16 neighbor_dirs[9] = {
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v3s16(0,0,0),
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v3s16(0,0,1),
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v3s16(0,0,-1),
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v3s16(1,0,0),
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v3s16(-1,0,0),
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v3s16(1,0,1),
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v3s16(-1,0,-1),
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v3s16(1,0,-1),
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v3s16(-1,0,1),
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};
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for(u32 i=0; i<9; i++)
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{
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content_t content = CONTENT_AIR;
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float level = -0.5 * BS;
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u8 flags = 0;
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// Check neighbor
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v3s16 p2 = p + neighbor_dirs[i];
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MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
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if(n2.getContent() != CONTENT_IGNORE)
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{
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content = n2.getContent();
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if(n2.getContent() == c_source)
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level = (-0.5+node_liquid_level) * BS;
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else if(n2.getContent() == c_flowing)
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level = (-0.5 + ((float)(n2.param2&LIQUID_LEVEL_MASK)
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+ 0.5) / 8.0 * node_liquid_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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// doesn't exist
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p2.Y += 1;
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n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
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if(n2.getContent() == c_source ||
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n2.getContent() == c_flowing)
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flags |= neighborflag_top_is_same_liquid;
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}
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|
|
neighbor_levels.insert(neighbor_dirs[i], level);
|
|
neighbor_contents.insert(neighbor_dirs[i], content);
|
|
neighbor_flags.insert(neighbor_dirs[i], flags);
|
|
}
|
|
|
|
// Corner heights (average between four liquids)
|
|
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;
|
|
u32 air_count = 0;
|
|
for(u32 j=0; j<4; j++)
|
|
{
|
|
v3s16 neighbordir = cornerdir - halfdirs[j];
|
|
content_t content = neighbor_contents[neighbordir];
|
|
// If top is liquid, draw starting from top of node
|
|
if(neighbor_flags[neighbordir] &
|
|
neighborflag_top_is_same_liquid)
|
|
{
|
|
cornerlevel = 0.5*BS;
|
|
valid_count = 1;
|
|
break;
|
|
}
|
|
// Source is always the same height
|
|
else if(content == c_source)
|
|
{
|
|
cornerlevel = (-0.5+node_liquid_level)*BS;
|
|
valid_count = 1;
|
|
break;
|
|
}
|
|
// Flowing liquid has level information
|
|
else if(content == c_flowing)
|
|
{
|
|
cornerlevel += neighbor_levels[neighbordir];
|
|
valid_count++;
|
|
}
|
|
else if(content == CONTENT_AIR)
|
|
{
|
|
air_count++;
|
|
}
|
|
}
|
|
if(air_count >= 2)
|
|
cornerlevel = -0.5*BS;
|
|
else 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];
|
|
|
|
/*
|
|
If our topside is liquid and neighbor's topside
|
|
is liquid, don't draw side face
|
|
*/
|
|
if(top_is_same_liquid &&
|
|
neighbor_flags[dir] & neighborflag_top_is_same_liquid)
|
|
continue;
|
|
|
|
content_t neighbor_content = neighbor_contents[dir];
|
|
|
|
// Don't draw face if neighbor is not air or liquid
|
|
if(neighbor_content != CONTENT_AIR
|
|
&& content_liquid(neighbor_content) == false)
|
|
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 == true
|
|
&& top_is_same_liquid == false)
|
|
continue;
|
|
|
|
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),*/
|
|
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
|
|
pa_liquid1.x0(), pa_liquid1.y1()),
|
|
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
|
|
pa_liquid1.x1(), pa_liquid1.y1()),
|
|
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
|
|
pa_liquid1.x1(), pa_liquid1.y0()),
|
|
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
|
|
pa_liquid1.x0(), pa_liquid1.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 corner levels
|
|
*/
|
|
else
|
|
{
|
|
vertices[2].Pos.Y = corner_levels[side_corners[i][0]];
|
|
vertices[3].Pos.Y = corner_levels[side_corners[i][1]];
|
|
}
|
|
|
|
/*
|
|
If neighbor is liquid, lower border of face is corner
|
|
liquid levels
|
|
*/
|
|
if(neighbor_is_same_liquid)
|
|
{
|
|
vertices[0].Pos.Y = corner_levels[side_corners[i][1]];
|
|
vertices[1].Pos.Y = corner_levels[side_corners[i][0]];
|
|
}
|
|
/*
|
|
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 + blockpos_nodes, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
// Add to mesh collector
|
|
collector.append(liquid_material, vertices, 4, indices, 6);
|
|
}
|
|
|
|
/*
|
|
Generate top side, if appropriate
|
|
*/
|
|
|
|
if(top_is_same_liquid == 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),*/
|
|
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
|
|
pa_liquid1.x0(), pa_liquid1.y1()),
|
|
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
|
|
pa_liquid1.x1(), pa_liquid1.y1()),
|
|
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
|
|
pa_liquid1.x1(), pa_liquid1.y0()),
|
|
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
|
|
pa_liquid1.x0(), pa_liquid1.y0()),
|
|
};
|
|
|
|
// This fixes a strange bug
|
|
s32 corner_resolve[4] = {3,2,1,0};
|
|
|
|
for(s32 i=0; i<4; i++)
|
|
{
|
|
//vertices[i].Pos.Y += liquid_level;
|
|
//vertices[i].Pos.Y += neighbor_levels[v3s16(0,0,0)];
|
|
s32 j = corner_resolve[i];
|
|
vertices[i].Pos.Y += corner_levels[j];
|
|
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
// Add to mesh collector
|
|
collector.append(liquid_material, vertices, 4, indices, 6);
|
|
}
|
|
}
|
|
/*
|
|
Add water sources to mesh if using new style
|
|
*/
|
|
else if(content_features(n).liquid_type == LIQUID_SOURCE
|
|
&& new_style_water)
|
|
{
|
|
assert(content_features(n).special_material);
|
|
video::SMaterial &liquid_material =
|
|
*content_features(n).special_material;
|
|
assert(content_features(n).special_atlas);
|
|
AtlasPointer &pa_liquid1 =
|
|
*content_features(n).special_atlas;
|
|
|
|
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;
|
|
|
|
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
|
|
video::SColor c = MapBlock_LightColor(
|
|
content_features(n).vertex_alpha, l);
|
|
|
|
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),*/
|
|
video::S3DVertex(-BS/2,0,BS/2, 0,0,0, c,
|
|
pa_liquid1.x0(), pa_liquid1.y1()),
|
|
video::S3DVertex(BS/2,0,BS/2, 0,0,0, c,
|
|
pa_liquid1.x1(), pa_liquid1.y1()),
|
|
video::S3DVertex(BS/2,0,-BS/2, 0,0,0, c,
|
|
pa_liquid1.x1(), pa_liquid1.y0()),
|
|
video::S3DVertex(-BS/2,0,-BS/2, 0,0,0, c,
|
|
pa_liquid1.x0(), pa_liquid1.y0()),
|
|
};
|
|
|
|
for(s32 i=0; i<4; i++)
|
|
{
|
|
vertices[i].Pos.Y += (-0.5+node_liquid_level)*BS;
|
|
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
// Add to mesh collector
|
|
collector.append(liquid_material, vertices, 4, indices, 6);
|
|
}
|
|
/*
|
|
Add leaves if using new style
|
|
*/
|
|
else if(n.getContent() == CONTENT_LEAVES && new_style_leaves)
|
|
{
|
|
/*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
|
|
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
|
|
video::SColor c = MapBlock_LightColor(255, l);
|
|
|
|
for(u32 j=0; j<6; j++)
|
|
{
|
|
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,-BS/2,BS/2, 0,0,0, c,
|
|
pa_leaves1.x0(), pa_leaves1.y1()),
|
|
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
|
|
pa_leaves1.x1(), pa_leaves1.y1()),
|
|
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
|
|
pa_leaves1.x1(), pa_leaves1.y0()),
|
|
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
|
|
pa_leaves1.x0(), pa_leaves1.y0()),
|
|
};
|
|
|
|
if(j == 0)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(0);
|
|
}
|
|
else if(j == 1)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(180);
|
|
}
|
|
else if(j == 2)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(-90);
|
|
}
|
|
else if(j == 3)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(90);
|
|
}
|
|
else if(j == 4)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateYZBy(-90);
|
|
}
|
|
else if(j == 5)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateYZBy(90);
|
|
}
|
|
|
|
for(u16 i=0; i<4; i++)
|
|
{
|
|
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
// Add to mesh collector
|
|
collector.append(material_leaves1, vertices, 4, indices, 6);
|
|
}
|
|
}
|
|
/*
|
|
Add glass
|
|
*/
|
|
else if(n.getContent() == CONTENT_GLASS)
|
|
{
|
|
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
|
|
video::SColor c = MapBlock_LightColor(255, l);
|
|
|
|
for(u32 j=0; j<6; j++)
|
|
{
|
|
video::S3DVertex vertices[4] =
|
|
{
|
|
video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
|
|
pa_glass.x0(), pa_glass.y1()),
|
|
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
|
|
pa_glass.x1(), pa_glass.y1()),
|
|
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
|
|
pa_glass.x1(), pa_glass.y0()),
|
|
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
|
|
pa_glass.x0(), pa_glass.y0()),
|
|
};
|
|
|
|
if(j == 0)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(0);
|
|
}
|
|
else if(j == 1)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(180);
|
|
}
|
|
else if(j == 2)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(-90);
|
|
}
|
|
else if(j == 3)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(90);
|
|
}
|
|
else if(j == 4)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateYZBy(-90);
|
|
}
|
|
else if(j == 5)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateYZBy(90);
|
|
}
|
|
|
|
for(u16 i=0; i<4; i++)
|
|
{
|
|
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
// Add to mesh collector
|
|
collector.append(material_glass, vertices, 4, indices, 6);
|
|
}
|
|
}
|
|
/*
|
|
Add fence
|
|
*/
|
|
else if(n.getContent() == CONTENT_FENCE)
|
|
{
|
|
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
|
|
video::SColor c = MapBlock_LightColor(255, l);
|
|
|
|
const f32 post_rad=(f32)BS/10;
|
|
const f32 bar_rad=(f32)BS/20;
|
|
const f32 bar_len=(f32)(BS/2)-post_rad;
|
|
|
|
// The post - always present
|
|
v3f pos = intToFloat(p+blockpos_nodes, BS);
|
|
f32 postuv[24]={
|
|
0.4,0.4,0.6,0.6,
|
|
0.35,0,0.65,1,
|
|
0.35,0,0.65,1,
|
|
0.35,0,0.65,1,
|
|
0.35,0,0.65,1,
|
|
0.4,0.4,0.6,0.6};
|
|
makeCuboid(material_wood, &collector,
|
|
&pa_wood, c, pos,
|
|
post_rad,BS/2,post_rad, postuv);
|
|
|
|
// Now a section of fence, +X, if there's a post there
|
|
v3s16 p2 = p;
|
|
p2.X++;
|
|
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
|
|
if(n2.getContent() == CONTENT_FENCE)
|
|
{
|
|
pos = intToFloat(p+blockpos_nodes, BS);
|
|
pos.X += BS/2;
|
|
pos.Y += BS/4;
|
|
f32 xrailuv[24]={
|
|
0,0.4,1,0.6,
|
|
0,0.4,1,0.6,
|
|
0,0.4,1,0.6,
|
|
0,0.4,1,0.6,
|
|
0,0.4,1,0.6,
|
|
0,0.4,1,0.6};
|
|
makeCuboid(material_wood, &collector,
|
|
&pa_wood, c, pos,
|
|
bar_len,bar_rad,bar_rad, xrailuv);
|
|
|
|
pos.Y -= BS/2;
|
|
makeCuboid(material_wood, &collector,
|
|
&pa_wood, c, pos,
|
|
bar_len,bar_rad,bar_rad, xrailuv);
|
|
}
|
|
|
|
// Now a section of fence, +Z, if there's a post there
|
|
p2 = p;
|
|
p2.Z++;
|
|
n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + p2);
|
|
if(n2.getContent() == CONTENT_FENCE)
|
|
{
|
|
pos = intToFloat(p+blockpos_nodes, BS);
|
|
pos.Z += BS/2;
|
|
pos.Y += BS/4;
|
|
f32 zrailuv[24]={
|
|
0,0.4,1,0.6,
|
|
0,0.4,1,0.6,
|
|
0,0.4,1,0.6,
|
|
0,0.4,1,0.6,
|
|
0,0.4,1,0.6,
|
|
0,0.4,1,0.6};
|
|
makeCuboid(material_wood, &collector,
|
|
&pa_wood, c, pos,
|
|
bar_rad,bar_rad,bar_len, zrailuv);
|
|
pos.Y -= BS/2;
|
|
makeCuboid(material_wood, &collector,
|
|
&pa_wood, c, pos,
|
|
bar_rad,bar_rad,bar_len, zrailuv);
|
|
|
|
}
|
|
|
|
}
|
|
#if 1
|
|
/*
|
|
Add stones with minerals if stone is invisible
|
|
*/
|
|
else if(n.getContent() == CONTENT_STONE && invisible_stone && n.getMineral() != MINERAL_NONE)
|
|
{
|
|
for(u32 j=0; j<6; j++)
|
|
{
|
|
// NOTE: Hopefully g_6dirs[j] is the right direction...
|
|
v3s16 dir = g_6dirs[j];
|
|
/*u8 l = 0;
|
|
MapNode n2 = data->m_vmanip.getNodeNoEx(blockpos_nodes + dir);
|
|
if(content_features(n2).param_type == CPT_LIGHT)
|
|
l = decode_light(n2.getLightBlend(data->m_daynight_ratio));
|
|
else
|
|
l = 255;*/
|
|
u8 l = 255;
|
|
video::SColor c = MapBlock_LightColor(255, l);
|
|
|
|
// Get the right texture
|
|
TileSpec ts = n.getTile(dir);
|
|
AtlasPointer ap = ts.texture;
|
|
material_general.setTexture(0, ap.atlas);
|
|
|
|
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,-BS/2,BS/2, 0,0,0, c,
|
|
ap.x0(), ap.y1()),
|
|
video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
|
|
ap.x1(), ap.y1()),
|
|
video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
|
|
ap.x1(), ap.y0()),
|
|
video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
|
|
ap.x0(), ap.y0()),
|
|
};
|
|
|
|
if(j == 0)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(0);
|
|
}
|
|
else if(j == 1)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(180);
|
|
}
|
|
else if(j == 2)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(-90);
|
|
}
|
|
else if(j == 3)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(90);
|
|
}
|
|
else if(j == 4)
|
|
|
|
for(u16 i=0; i<4; i++)
|
|
{
|
|
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
// Add to mesh collector
|
|
collector.append(material_general, vertices, 4, indices, 6);
|
|
}
|
|
}
|
|
#endif
|
|
else if(n.getContent() == CONTENT_PAPYRUS)
|
|
{
|
|
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
|
|
video::SColor c = MapBlock_LightColor(255, l);
|
|
|
|
for(u32 j=0; j<4; j++)
|
|
{
|
|
video::S3DVertex vertices[4] =
|
|
{
|
|
video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
|
|
pa_papyrus.x0(), pa_papyrus.y1()),
|
|
video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
|
|
pa_papyrus.x1(), pa_papyrus.y1()),
|
|
video::S3DVertex(BS/2,BS/2,0, 0,0,0, c,
|
|
pa_papyrus.x1(), pa_papyrus.y0()),
|
|
video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c,
|
|
pa_papyrus.x0(), pa_papyrus.y0()),
|
|
};
|
|
|
|
if(j == 0)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(45);
|
|
}
|
|
else if(j == 1)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(-45);
|
|
}
|
|
else if(j == 2)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(135);
|
|
}
|
|
else if(j == 3)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(-135);
|
|
}
|
|
|
|
for(u16 i=0; i<4; i++)
|
|
{
|
|
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
// Add to mesh collector
|
|
collector.append(material_papyrus, vertices, 4, indices, 6);
|
|
}
|
|
}
|
|
else if(n.getContent() == CONTENT_JUNGLEGRASS)
|
|
{
|
|
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
|
|
video::SColor c = MapBlock_LightColor(255, l);
|
|
|
|
for(u32 j=0; j<4; j++)
|
|
{
|
|
video::S3DVertex vertices[4] =
|
|
{
|
|
video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c,
|
|
pa_papyrus.x0(), pa_papyrus.y1()),
|
|
video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
|
|
pa_papyrus.x1(), pa_papyrus.y1()),
|
|
video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
|
|
pa_papyrus.x1(), pa_papyrus.y0()),
|
|
video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
|
|
pa_papyrus.x0(), pa_papyrus.y0()),
|
|
};
|
|
|
|
if(j == 0)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(45);
|
|
}
|
|
else if(j == 1)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(-45);
|
|
}
|
|
else if(j == 2)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(135);
|
|
}
|
|
else if(j == 3)
|
|
{
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(-135);
|
|
}
|
|
|
|
for(u16 i=0; i<4; i++)
|
|
{
|
|
vertices[i].Pos *= 1.3;
|
|
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
// Add to mesh collector
|
|
collector.append(material_junglegrass, vertices, 4, indices, 6);
|
|
}
|
|
}
|
|
else if(n.getContent() == CONTENT_RAIL)
|
|
{
|
|
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
|
|
video::SColor c = MapBlock_LightColor(255, l);
|
|
|
|
bool is_rail_x [] = { false, false }; /* x-1, x+1 */
|
|
bool is_rail_z [] = { false, false }; /* z-1, z+1 */
|
|
|
|
MapNode n_minus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x-1,y,z));
|
|
MapNode n_plus_x = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x+1,y,z));
|
|
MapNode n_minus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z-1));
|
|
MapNode n_plus_z = data->m_vmanip.getNodeNoEx(blockpos_nodes + v3s16(x,y,z+1));
|
|
|
|
if(n_minus_x.getContent() == CONTENT_RAIL)
|
|
is_rail_x[0] = true;
|
|
if(n_plus_x.getContent() == CONTENT_RAIL)
|
|
is_rail_x[1] = true;
|
|
if(n_minus_z.getContent() == CONTENT_RAIL)
|
|
is_rail_z[0] = true;
|
|
if(n_plus_z.getContent() == CONTENT_RAIL)
|
|
is_rail_z[1] = true;
|
|
|
|
float d = (float)BS/16;
|
|
video::S3DVertex vertices[4] =
|
|
{
|
|
video::S3DVertex(-BS/2,-BS/2+d,-BS/2, 0,0,0, c,
|
|
0, 1),
|
|
video::S3DVertex(BS/2,-BS/2+d,-BS/2, 0,0,0, c,
|
|
1, 1),
|
|
video::S3DVertex(BS/2,-BS/2+d,BS/2, 0,0,0, c,
|
|
1, 0),
|
|
video::S3DVertex(-BS/2,-BS/2+d,BS/2, 0,0,0, c,
|
|
0, 0),
|
|
};
|
|
|
|
video::SMaterial material_rail;
|
|
material_rail.setFlag(video::EMF_LIGHTING, false);
|
|
material_rail.setFlag(video::EMF_BACK_FACE_CULLING, false);
|
|
material_rail.setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
material_rail.setFlag(video::EMF_FOG_ENABLE, true);
|
|
material_rail.MaterialType
|
|
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
|
|
|
int adjacencies = is_rail_x[0] + is_rail_x[1] + is_rail_z[0] + is_rail_z[1];
|
|
|
|
// Assign textures
|
|
if(adjacencies < 2)
|
|
material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
|
|
else if(adjacencies == 2)
|
|
{
|
|
if((is_rail_x[0] && is_rail_x[1]) || (is_rail_z[0] && is_rail_z[1]))
|
|
material_rail.setTexture(0, g_texturesource->getTextureRaw("rail.png"));
|
|
else
|
|
material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_curved.png"));
|
|
}
|
|
else if(adjacencies == 3)
|
|
material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_t_junction.png"));
|
|
else if(adjacencies == 4)
|
|
material_rail.setTexture(0, g_texturesource->getTextureRaw("rail_crossing.png"));
|
|
|
|
// Rotate textures
|
|
int angle = 0;
|
|
|
|
if(adjacencies == 1)
|
|
{
|
|
if(is_rail_x[0] || is_rail_x[1])
|
|
angle = 90;
|
|
}
|
|
else if(adjacencies == 2)
|
|
{
|
|
if(is_rail_x[0] && is_rail_x[1])
|
|
angle = 90;
|
|
else if(is_rail_x[0] && is_rail_z[0])
|
|
angle = 270;
|
|
else if(is_rail_x[0] && is_rail_z[1])
|
|
angle = 180;
|
|
else if(is_rail_x[1] && is_rail_z[1])
|
|
angle = 90;
|
|
}
|
|
else if(adjacencies == 3)
|
|
{
|
|
if(!is_rail_x[0])
|
|
angle=0;
|
|
if(!is_rail_x[1])
|
|
angle=180;
|
|
if(!is_rail_z[0])
|
|
angle=90;
|
|
if(!is_rail_z[1])
|
|
angle=270;
|
|
}
|
|
|
|
if(angle != 0) {
|
|
for(u16 i=0; i<4; i++)
|
|
vertices[i].Pos.rotateXZBy(angle);
|
|
}
|
|
|
|
for(s32 i=0; i<4; i++)
|
|
{
|
|
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
|
}
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
collector.append(material_rail, vertices, 4, indices, 6);
|
|
}
|
|
else if (n.getContent() == CONTENT_LADDER) {
|
|
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
|
|
video::SColor c(255,l,l,l);
|
|
|
|
float d = (float)BS/16;
|
|
|
|
// Assume wall is at X+
|
|
video::S3DVertex vertices[4] =
|
|
{
|
|
video::S3DVertex(BS/2-d,-BS/2,-BS/2, 0,0,0, c, 0,1),
|
|
video::S3DVertex(BS/2-d,-BS/2,BS/2, 0,0,0, c, 1,1),
|
|
video::S3DVertex(BS/2-d,BS/2,BS/2, 0,0,0, c, 1,0),
|
|
video::S3DVertex(BS/2-d,BS/2,-BS/2, 0,0,0, c, 0,0),
|
|
};
|
|
|
|
v3s16 dir = unpackDir(n.param2);
|
|
|
|
for(s32 i=0; i<4; i++)
|
|
{
|
|
if(dir == v3s16(1,0,0))
|
|
vertices[i].Pos.rotateXZBy(0);
|
|
if(dir == v3s16(-1,0,0))
|
|
vertices[i].Pos.rotateXZBy(180);
|
|
if(dir == v3s16(0,0,1))
|
|
vertices[i].Pos.rotateXZBy(90);
|
|
if(dir == v3s16(0,0,-1))
|
|
vertices[i].Pos.rotateXZBy(-90);
|
|
if(dir == v3s16(0,-1,0))
|
|
vertices[i].Pos.rotateXYBy(-90);
|
|
if(dir == v3s16(0,1,0))
|
|
vertices[i].Pos.rotateXYBy(90);
|
|
|
|
vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
|
|
}
|
|
|
|
video::SMaterial material_ladder;
|
|
material_ladder.setFlag(video::EMF_LIGHTING, false);
|
|
material_ladder.setFlag(video::EMF_BACK_FACE_CULLING, false);
|
|
material_ladder.setFlag(video::EMF_BILINEAR_FILTER, false);
|
|
material_ladder.setFlag(video::EMF_FOG_ENABLE, true);
|
|
material_ladder.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
|
|
material_ladder.setTexture(0, g_texturesource->getTextureRaw("ladder.png"));
|
|
|
|
u16 indices[] = {0,1,2,2,3,0};
|
|
// Add to mesh collector
|
|
collector.append(material_ladder, vertices, 4, indices, 6);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|