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merged jungle and bluish shadows
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commit
501034a792
11 changed files with 287 additions and 20 deletions
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@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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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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@ -198,6 +199,17 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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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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@ -275,7 +287,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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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(255,l,l,l);
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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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@ -341,7 +353,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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// Otherwise use the light of this node (the water)
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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(WATER_ALPHA,l,l,l);
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video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
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// Neighbor water levels (key = relative position)
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// Includes current node
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@ -607,7 +619,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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continue;
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u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));
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video::SColor c(WATER_ALPHA,l,l,l);
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video::SColor c = MapBlock_LightColor(WATER_ALPHA, l);
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video::S3DVertex vertices[4] =
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{
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@ -642,7 +654,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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{
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/*u8 l = decode_light(n.getLightBlend(data->m_daynight_ratio));*/
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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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video::SColor c = MapBlock_LightColor(255, l);
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for(u32 j=0; j<6; j++)
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{
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@ -709,7 +721,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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else if(n.getContent() == 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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video::SColor c = MapBlock_LightColor(255, l);
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for(u32 j=0; j<6; j++)
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{
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@ -772,7 +784,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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else if(n.getContent() == CONTENT_FENCE)
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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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video::SColor c = MapBlock_LightColor(255, l);
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const f32 post_rad=(f32)BS/10;
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const f32 bar_rad=(f32)BS/20;
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@ -861,7 +873,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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else
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l = 255;*/
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u8 l = 255;
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video::SColor c(255,l,l,l);
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video::SColor c = MapBlock_LightColor(255, l);
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// Get the right texture
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TileSpec ts = n.getTile(dir);
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@ -920,7 +932,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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else if(n.getContent() == CONTENT_PAPYRUS)
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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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video::SColor c = MapBlock_LightColor(255, l);
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for(u32 j=0; j<4; j++)
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{
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@ -967,10 +979,61 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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collector.append(material_papyrus, vertices, 4, indices, 6);
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}
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}
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else if(n.getContent() == CONTENT_JUNGLEGRASS)
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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 = MapBlock_LightColor(255, l);
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for(u32 j=0; j<4; 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/2,0, 0,0,0, c,
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pa_papyrus.x0(), pa_papyrus.y1()),
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video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c,
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pa_papyrus.x1(), pa_papyrus.y1()),
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video::S3DVertex(BS/2,BS/1,0, 0,0,0, c,
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pa_papyrus.x1(), pa_papyrus.y0()),
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video::S3DVertex(-BS/2,BS/1,0, 0,0,0, c,
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pa_papyrus.x0(), pa_papyrus.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(45);
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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(-45);
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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(135);
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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(-135);
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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 *= 1.3;
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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_junglegrass, vertices, 4, indices, 6);
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}
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}
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else if(n.getContent() == CONTENT_RAIL)
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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(255,l,l,l);
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video::SColor c = MapBlock_LightColor(255, l);
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bool is_rail_x [] = { false, false }; /* x-1, x+1 */
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bool is_rail_z [] = { false, false }; /* z-1, z+1 */
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