1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-08-11 17:51:04 +00:00

working nicely

This commit is contained in:
Perttu Ahola 2010-12-13 03:19:12 +02:00
parent 47a593b519
commit 571fb14f94
20 changed files with 938 additions and 396 deletions

View file

@ -111,7 +111,7 @@ FastFace * MapBlock::makeFastFace(u8 material, u8 light, v3f p,
u8 alpha = 255;
if(material == MATERIAL_WATER || material == MATERIAL_OCEAN)
if(material == CONTENT_WATER || material == CONTENT_OCEAN)
{
alpha = 128;
}
@ -152,7 +152,11 @@ u8 MapBlock::getFaceLight(v3s16 p, v3s16 face_dir)
MapNode n = getNodeParent(p);
MapNode n2 = getNodeParent(p + face_dir);
u8 light;
if(n.solidness() < n2.solidness())
/*if(n.solidness() < n2.solidness())
light = n.getLight();
else
light = n2.getLight();*/
if(n.getLight() > n2.getLight())
light = n.getLight();
else
light = n2.getLight();
@ -173,18 +177,18 @@ u8 MapBlock::getFaceLight(v3s16 p, v3s16 face_dir)
/*
Gets node material from any place relative to block.
Returns MATERIAL_IGNORE if doesn't exist or should not be drawn.
Returns CONTENT_IGNORE if doesn't exist or should not be drawn.
*/
u8 MapBlock::getNodeMaterial(v3s16 p)
u8 MapBlock::getNodeTile(v3s16 p)
{
try{
MapNode n = getNodeParent(p);
return content_cube_material(n.d);
return content_tile(n.d);
}
catch(InvalidPositionException &e)
{
return MATERIAL_IGNORE;
return CONTENT_IGNORE;
}
}
@ -216,82 +220,82 @@ void MapBlock::updateFastFaceRow(v3s16 startpos,
*/
u8 light = getFaceLight(p, face_dir);
u16 continuous_materials_count = 0;
u16 continuous_tiles_count = 0;
u8 material0 = getNodeMaterial(p);
u8 material1 = getNodeMaterial(p + face_dir);
u8 tile0 = getNodeTile(p);
u8 tile1 = getNodeTile(p + face_dir);
for(u16 j=0; j<length; j++)
{
bool next_is_different = true;
v3s16 p_next;
u8 material0_next = 0;
u8 material1_next = 0;
u8 tile0_next = 0;
u8 tile1_next = 0;
u8 light_next = 0;
if(j != length - 1){
p_next = p + translate_dir;
material0_next = getNodeMaterial(p_next);
material1_next = getNodeMaterial(p_next + face_dir);
tile0_next = getNodeTile(p_next);
tile1_next = getNodeTile(p_next + face_dir);
light_next = getFaceLight(p_next, face_dir);
if(material0_next == material0
&& material1_next == material1
if(tile0_next == tile0
&& tile1_next == tile1
&& light_next == light)
{
next_is_different = false;
}
}
continuous_materials_count++;
continuous_tiles_count++;
if(next_is_different)
{
/*
Create a face if there should be one
*/
u8 mf = face_materials(material0, material1);
u8 mf = face_contents(tile0, tile1);
if(mf != 0)
{
// Floating point conversion of the position vector
v3f pf(p.X, p.Y, p.Z);
// Center point of face (kind of)
v3f sp = pf - ((f32)continuous_materials_count / 2. - 0.5) * translate_dir_f;
v3f sp = pf - ((f32)continuous_tiles_count / 2. - 0.5) * translate_dir_f;
v3f scale(1,1,1);
if(translate_dir.X != 0){
scale.X = continuous_materials_count;
scale.X = continuous_tiles_count;
}
if(translate_dir.Y != 0){
scale.Y = continuous_materials_count;
scale.Y = continuous_tiles_count;
}
if(translate_dir.Z != 0){
scale.Z = continuous_materials_count;
scale.Z = continuous_tiles_count;
}
FastFace *f;
// If node at sp (material0) is more solid
// If node at sp (tile0) is more solid
if(mf == 1)
{
f = makeFastFace(material0, light,
f = makeFastFace(tile0, light,
sp, face_dir_f, scale,
posRelative_f);
}
// If node at sp is less solid (mf == 2)
else
{
f = makeFastFace(material1, light,
f = makeFastFace(tile1, light,
sp+face_dir_f, -1*face_dir_f, scale,
posRelative_f);
}
dest.push_back(f);
}
continuous_materials_count = 0;
material0 = material0_next;
material1 = material1_next;
continuous_tiles_count = 0;
tile0 = tile0_next;
tile1 = tile1_next;
light = light_next;
}
@ -451,6 +455,8 @@ void MapBlock::updateMesh()
scene::SMesh *mesh_new = NULL;
mesh_new = new scene::SMesh();
if(fastfaces_new->getSize() > 0)
{
MeshCollector collector;
@ -467,8 +473,6 @@ void MapBlock::updateMesh()
indices, 6);
}
mesh_new = new scene::SMesh();
collector.fillMesh(mesh_new);
// Use VBO for mesh (this just would set this for ever buffer)
@ -495,13 +499,103 @@ void MapBlock::updateMesh()
/*
Add special graphics:
- torches
TODO: Optimize by using same meshbuffer for same textures
*/
/*scene::ISceneManager *smgr = NULL;
video::IVideoDriver* driver = NULL;
if(g_device)
{
smgr = g_device->getSceneManager();
driver = smgr->getVideoDriver();
}*/
for(s16 z=0; z<MAP_BLOCKSIZE; z++)
for(s16 y=0; y<MAP_BLOCKSIZE; y++)
for(s16 x=0; x<MAP_BLOCKSIZE; x++)
{
v3s16 p(x,y,z);
MapNode &n = getNodeRef(x,y,z);
if(n.d == CONTENT_LIGHT)
{
//scene::IMeshBuffer *buf = new scene::SMeshBuffer();
scene::SMeshBuffer *buf = new scene::SMeshBuffer();
video::SColor c(255,255,255,255);
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,-BS/2,0, 0,0,0, c, 0,1),
video::S3DVertex(BS/2,-BS/2,0, 0,0,0, c, 1,1),
video::S3DVertex(BS/2,BS/2,0, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,BS/2,0, 0,0,0, c, 0,0),
};
v3s16 dir = unpackDir(n.dir);
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.rotateXZBy(45);
if(dir == v3s16(0,1,0))
vertices[i].Pos.rotateXZBy(-45);
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::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
if(dir == v3s16(0,-1,0))
buf->getMaterial().setTexture(0,
g_texturecache.get("torch_on_floor"));
else if(dir == v3s16(0,1,0))
buf->getMaterial().setTexture(0,
g_texturecache.get("torch_on_ceiling"));
// For backwards compatibility
else if(dir == v3s16(0,0,0))
buf->getMaterial().setTexture(0,
g_texturecache.get("torch_on_floor"));
else
buf->getMaterial().setTexture(0, g_texturecache.get("torch"));
// Add to mesh
mesh_new->addMeshBuffer(buf);
buf->drop();
}
}
/*
Do some stuff to the mesh
*/
mesh_new->recalculateBoundingBox();
/*
Delete new mesh if it is empty
*/
if(mesh_new->getMeshBufferCount() == 0)
{
mesh_new->drop();
mesh_new = NULL;
}
/*
@ -681,6 +775,11 @@ void MapBlock::copyTo(VoxelManipulator &dst)
getPosRelative(), data_size);
}
/*void getPseudoObjects(v3f origin, f32 max_d,
core::array<DistanceSortedObject> &dest)
{
}*/
/*
Serialization
*/