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Added glass, with rendering and furnace support.
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parent
59c4a342a9
commit
2e1a69c3b1
7 changed files with 100 additions and 1 deletions
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@ -901,6 +901,17 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
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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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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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@ -1406,6 +1417,72 @@ scene::SMesh* makeMapBlockMesh(MeshMakeData *data)
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collector.append(material_leaves1, vertices, 4, indices, 6);
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}
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}
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/*
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Add glass
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*/
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else if(n.d == CONTENT_GLASS)
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{
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u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
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video::SColor c(255,l,l,l);
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for(u32 j=0; j<6; j++)
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{
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video::S3DVertex vertices[4] =
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{
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video::S3DVertex(-BS/2,-BS/2,BS/2, 0,0,0, c,
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pa_glass.x0(), pa_glass.y1()),
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video::S3DVertex(BS/2,-BS/2,BS/2, 0,0,0, c,
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pa_glass.x1(), pa_glass.y1()),
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video::S3DVertex(BS/2,BS/2,BS/2, 0,0,0, c,
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pa_glass.x1(), pa_glass.y0()),
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video::S3DVertex(-BS/2,BS/2,BS/2, 0,0,0, c,
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pa_glass.x0(), pa_glass.y0()),
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};
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if(j == 0)
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{
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateXZBy(0);
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}
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else if(j == 1)
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{
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateXZBy(180);
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}
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else if(j == 2)
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{
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateXZBy(-90);
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}
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else if(j == 3)
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{
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateXZBy(90);
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}
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else if(j == 4)
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{
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateYZBy(-90);
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}
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else if(j == 5)
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{
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for(u16 i=0; i<4; i++)
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vertices[i].Pos.rotateYZBy(90);
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}
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for(u16 i=0; i<4; i++)
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{
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vertices[i].Pos += intToFloat(p + blockpos_nodes, BS);
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}
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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_glass, vertices, 4, indices, 6);
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}
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}
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}
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/*
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