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merged jungle and bluish shadows

This commit is contained in:
Perttu Ahola 2011-07-23 20:01:06 +03:00
commit 501034a792
11 changed files with 287 additions and 20 deletions

View file

@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "content_mapnode.h"
#include "main.h" // For g_settings and g_texturesource
#include "mineral.h"
#include "mapblock_mesh.h" // For MapBlock_LightColor()
#ifndef SERVER
// Create a cuboid.
@ -198,6 +199,17 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
AtlasPointer pa_papyrus = g_texturesource->getTexture(
g_texturesource->getTextureId("papyrus.png"));
material_papyrus.setTexture(0, pa_papyrus.atlas);
// junglegrass material
video::SMaterial material_junglegrass;
material_junglegrass.setFlag(video::EMF_LIGHTING, false);
material_junglegrass.setFlag(video::EMF_BILINEAR_FILTER, false);
material_junglegrass.setFlag(video::EMF_FOG_ENABLE, true);
material_junglegrass.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
AtlasPointer pa_junglegrass = g_texturesource->getTexture(
g_texturesource->getTextureId("junglegrass.png"));
material_junglegrass.setTexture(0, pa_junglegrass.atlas);
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
for(s16 x=0; x<MAP_BLOCKSIZE; x++)
@ -275,7 +287,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
else if(n.getContent() == CONTENT_SIGN_WALL)
{
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c(255,l,l,l);
video::SColor c = MapBlock_LightColor(255, l);
float d = (float)BS/16;
// Wall at X+ of node
@ -341,7 +353,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
// Otherwise use the light of this node (the water)
else
l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c(WATER_ALPHA,l,l,l);
video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
// Neighbor water levels (key = relative position)
// Includes current node
@ -607,7 +619,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
continue;
u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
video::SColor c(WATER_ALPHA,l,l,l);
video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
video::S3DVertex vertices[4] =
{
@ -642,7 +654,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
{
/*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(255,l,l,l);
video::SColor c = MapBlock_LightColor(255, l);
for(u32 j=0; j<6; j++)
{
@ -709,7 +721,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
else if(n.getContent() == CONTENT_GLASS)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c(255,l,l,l);
video::SColor c = MapBlock_LightColor(255, l);
for(u32 j=0; j<6; j++)
{
@ -772,7 +784,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
else if(n.getContent() == CONTENT_FENCE)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c(255,l,l,l);
video::SColor c = MapBlock_LightColor(255, l);
const f32 post_rad=(f32)BS/10;
const f32 bar_rad=(f32)BS/20;
@ -861,7 +873,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
else
l = 255;*/
u8 l = 255;
video::SColor c(255,l,l,l);
video::SColor c = MapBlock_LightColor(255, l);
// Get the right texture
TileSpec ts = n.getTile(dir);
@ -920,7 +932,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
else if(n.getContent() == CONTENT_PAPYRUS)
{
u8 l = decode_light(undiminish_light(n.getLightBlend(data->m_daynight_ratio)));
video::SColor c(255,l,l,l);
video::SColor c = MapBlock_LightColor(255, l);
for(u32 j=0; j<4; j++)
{
@ -967,10 +979,61 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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(255,l,l,l);
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 */